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BreakEscape/CODEBASE_EXPLORATION.md

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# BreakEscape Codebase Comprehensive Exploration Report
## Executive Summary
BreakEscape is a **pure client-side JavaScript web game** (NOT a Rails application) built with Phaser.js. It simulates cyber-physical security challenges in a top-down 2D escape room environment. The project is designed for migration to a server-client architecture with lazy-loaded scenario data.
**Current State:**
- NO Rails/Ruby code exists
- NO Node.js/npm project setup
- Pure static HTML + JavaScript + JSON
- All game logic runs in browser (Phaser.js)
- Game data (scenarios) fully preloaded as JSON
- Ready for server migration (excellent architectural foundation)
---
## 1. Overall Project Structure & Organization
### Directory Layout
```
BreakEscape/
├── index.html # Main game entry point
├── scenario_select.html # Scenario selection UI
├── js/ # JavaScript application code (130+ KB)
│ ├── main.js # App initialization, global state setup
│ ├── core/ # Core game engine (5 files)
│ ├── systems/ # Game mechanics & subsystems (34 files)
│ ├── ui/ # UI panels & screens (5 files)
│ ├── minigames/ # Mini-game implementations (44 files, 16 types)
│ ├── events/ # Event handling (1 file)
│ ├── config/ # Configuration (1 file)
│ └── utils/ # Helpers & constants (5 files)
├── scenarios/ # Game scenario definitions
│ ├── *.json # Pre-built scenario configs (multiple)
│ ├── compiled/ # Compiled Ink story files
│ └── ink/ # Ink story source files (18+ files)
├── assets/ # Game artwork & resources
│ ├── backgrounds/ # Room background images
│ ├── characters/ # Character sprites
│ ├── npc/ # NPC avatars and sprites
│ ├── objects/ # Interactive object sprites
│ ├── rooms/ # Tiled map files (.json, .tmj, .tsx)
│ ├── tiles/ # Tileset images
│ ├── sounds/ # Audio files
│ └── vendor/ # Third-party libraries (CyberChef, inkjs)
├── css/ # Styling (6 files)
├── scripts/ # Build & utility scripts (Python, shell)
├── planning_notes/ # Architecture documentation
│ └── rails-engine-migration/ # Server-client migration plans
└── story_design/ # Game narrative & world-building
├── ink/ # Story design files
├── universe_bible/ # Lore and universe design
└── lore_fragments/ # Story fragments by gameplay function
```
### Technology Stack
**Game Engine:**
- Phaser.js 3.x (client-side only)
- EasyStar.js (NPC pathfinding)
- Ink.js (story/dialogue engine)
**Data Format:**
- JSON for scenarios, rooms, object definitions
- Tiled Editor format (.tmj) for room layouts
- Ink format (.ink, compiled to .json) for NPC conversations
**UI/Styling:**
- HTML5 Canvas (via Phaser)
- Custom CSS overlays
- Modal dialogs for mini-games
**No Backend Currently:**
- No Rails, Node, or any server framework
- No database
- No authentication/authorization
- Data served as static files
---
## 2. Key Components & Architecture
### 2.1 Core Game Systems (5 files, ~170 KB)
| File | Lines | Purpose |
|------|-------|---------|
| `game.js` | ~1,200 | Main scene (preload, create, update) |
| `rooms.js` | ~1,200 | Room management, lazy loading, depth layering |
| `player.js` | ~550 | Character sprite, movement, animation |
| `pathfinding.js` | ~130 | A* pathfinding for player |
| `title-screen.js` | ~50 | Title screen (mostly empty) |
**Key Responsibilities:**
- **game.js**: Asset loading, scene initialization, main game loop
- **rooms.js**: Room creation, object spawning, visual/logic layer separation
- **player.js**: Player sprite control, movement input handling, animation
- **pathfinding.js**: A* pathfinding grid calculation
### 2.2 Game Systems (34 files, ~14 KB total)
**Major systems by complexity:**
| System | Lines | Function |
|--------|-------|----------|
| **Doors** | 1,259 | Room transitions, door sprites, unlock checks |
| **NPC Sprites** | 1,241 | NPC sprite creation, animation, depth handling |
| **NPC Behavior** | 1,164 | Face player, patrol, personal space management |
| **Interactions** | 1,066 | Object interaction routing, range detection |
| **NPC Manager** | 1,033 | NPC lifecycle, event mapping, conversation tracking |
| **Collision** | 730 | Wall collision, door gaps, physics |
| **Inventory** | 656 | Item management, item display |
| **NPC Game Bridge** | 642 | NPC → game state updates (objectives, secrets) |
| **Minigame Starters** | 602 | Launch various mini-game types |
| **Unlock System** | 548 | Centralized unlock logic (keys, PINs, passwords, biometric, Bluetooth) |
| **NPC Barks** | 453 | Random NPC dialogue snippets |
| **NPC Conversation State** | 416 | Save/restore Ink story state per NPC |
| **NPC LOS** | 404 | Line-of-sight detection for NPCs |
| **Key Lock System** | 393 | Key-to-lock mapping validation |
| **Object Physics** | 352 | Chair spinning, physics interactions |
| **Player Effects** | 330 | Hit effects, animations, feedback |
| **NPC Pathfinding** | 326 | EasyStar grid setup, patrol route calculation |
| **Player Combat** | 309 | Player attack mechanics |
| **Sound Manager** | 285 | Audio playback system |
| Other systems | <285 each | Biometrics, debug, health, combat events, etc. |
**Critical System Groups:**
1. **NPC System** (5 interconnected files):
- `npc-manager.js` - Core NPC registry & event dispatch
- `npc-behavior.js` - Movement, facing, patrol logic
- `npc-sprites.js` - Visual representation
- `npc-game-bridge.js` - State mutation interface
- `npc-conversation-state.js` - Ink state tracking
2. **Interaction System** (3 files):
- `interactions.js` - Core dispatcher
- `unlock-system.js` - Lock/unlock logic
- `minigame-starters.js` - Launch minigame on unlock
3. **Physics/Collision** (2 files):
- `collision.js` - Wall collision, door gaps
- `object-physics.js` - Object interactions, physics
### 2.3 Mini-Game Systems (44 files in 16 subsystems)
Each mini-game implements a specific game mechanic:
**Puzzle Mini-Games:**
1. **Lockpicking** (12 files) - Physical lock picking simulation using canvas
2. **PIN** (1 file) - PIN code guessing
3. **Password** (1 file) - Password guessing with hints
4. **Text File** (1 file) - File encryption/decryption challenges
**Security/Forensics Mini-Games:**
5. **Biometrics** (1 file) - Fingerprint dusting and spoofing
6. **Bluetooth Scanner** (1 file) - Scan for nearby Bluetooth devices
7. **RFID** (6 files) - RFID cloning, protocol attacks
8. **Container** (1 file) - Lockable container opening
**Social Engineering Mini-Games:**
9. **Phone Chat** (4 files) - Text conversations via Ink stories
10. **Person Chat** (6 files) - In-person conversations with NPCs
11. **Notes** (1 file) - Mission briefing and note-taking
**System Mini-Games:**
12. **Dusting** (1 file) - Fingerprint dusting game
13. **Title Screen** (1 file) - Game start sequence
14. **Framework** (2 files) - Base classes for all minigames
**Architecture:**
```
MinigameFramework (Singleton)
├── register(type, implementation)
├── startMinigame(type, params)
└── forceCloseMinigame()
Each minigame extends MinigameScene:
├── init() - Set up HTML
├── start() - Begin gameplay
├── complete(success) - Handle result
└── Custom game logic
```
### 2.4 UI Systems (5 files)
| File | Purpose |
|------|---------|
| `panels.js` | Side panels (inventory, notes, biometrics, Bluetooth) |
| `modals.js` | Modal dialogs (pause, settings, game over) |
| `health-ui.js` | Health bar display |
| `npc-health-bars.js` | Enemy health display |
| `game-over-screen.js` | Game completion screen |
### 2.5 Utility Systems (5 files)
| File | Purpose |
|------|---------|
| `constants.js` | Game configuration (tile size, speeds, ranges) |
| `helpers.js` | Helper functions (scenario intro, item detection) |
| `error-handling.js` | Error logging |
| `crypto-workstation.js` | CyberChef integration |
| `phone-message-converter.js` | Format phone messages |
| `combat-debug.js` | Combat system debugging |
---
## 3. Current State: NO Rails/Ruby Code
### What Currently Exists
**Game Code:** 100% JavaScript (ES6 modules)
```javascript
// Typical architecture:
export function someFunction() { ... }
export class SomeClass { ... }
export default class DefaultExport { ... }
// Usage:
import { someFunction } from './module.js';
```
**Game Data:** 100% JSON
```json
{
"scenario_brief": "...",
"startRoom": "reception",
"rooms": { ... },
"globalVariables": { ... }
}
```
**Configuration:** Constants defined in JavaScript
```javascript
export const TILE_SIZE = 32;
export const MOVEMENT_SPEED = 150;
```
### What Does NOT Exist
- ❌ No Rails application
- ❌ No Ruby code
- ❌ No database (no schema, migrations, models)
- ❌ No API endpoints
- ❌ No authentication framework
- ❌ No server-side game logic
- ❌ No package.json (not a Node.js project)
- ❌ No build process (pure browser-loadable files)
### Game State Storage
**Current (All Client-Side):**
```javascript
window.gameState = {
biometricSamples: [],
biometricUnlocks: [],
bluetoothDevices: [],
notes: [],
startTime: null,
globalVariables: { ... }, // From scenario JSON
currentObjective: "...", // Set by NPCs via game bridge
revealedSecrets: { ... }, // Discovered during gameplay
}
window.inventory = {
items: [],
container: null
}
window.rooms = {
reception: { ... },
office1: { ... },
// ... all rooms loaded at create time
}
window.currentRoom = "reception"
window.discoveredRooms = new Set(["reception"])
```
**Validation:** No validation currently - all state is mutable by client
- No server validation of unlock attempts
- No server check of inventory changes
- No anti-cheat measures
---
## 4. Client-Side vs Server-Side Organization
### Current: 100% Client-Side
```
Browser
├── Load HTML (index.html)
├── Load JavaScript (all .js files)
├── Load Assets (images, sounds)
├── Load Scenario JSON (entire game data)
└── Run Complete Game in Browser
├── All game logic
├── All state management
├── All calculations
└── No server interaction
Server Role: Static file hosting only
├── Serve HTML
├── Serve JS
├── Serve CSS
├── Serve images
├── Serve scenario JSON
└── (No game logic, no database queries)
```
### Data Preloading Architecture
**Preload Phase (in game.js):**
```javascript
function preload() {
// Load ALL Tiled maps
this.load.tilemapTiledJSON('room_reception', 'assets/rooms/room_reception2.json');
this.load.tilemapTiledJSON('room_office', 'assets/rooms/room_office2.json');
// ... more rooms
// Load ALL images
this.load.image('pc', 'assets/objects/pc1.png');
// ... hundreds more
// Load ENTIRE scenario at once
this.load.json('gameScenario', 'scenarios/ceo_exfil.json');
}
```
**Create Phase (in game.js):**
```javascript
function create() {
window.gameScenario = this.cache.json.get('gameScenario');
// All 100-200KB of game data now in memory
initializeRooms(this); // Set up room system
}
```
**Runtime:**
```javascript
function loadRoom(roomId) {
const roomData = window.gameScenario.rooms[roomId]; // From preloaded memory
createRoom(roomId, roomData, position);
}
```
### Perfect For Server Migration
The architecture is designed to change this one line:
```javascript
// Current: Local preloaded JSON
const roomData = window.gameScenario.rooms[roomId];
// Future: Server-fetched JSON
const response = await fetch(`/api/rooms/${roomId}`);
const roomData = await response.json();
```
Everything else remains identical because:
1. **Data format unchanged** - Still JSON with same structure
2. **Matching algorithm unchanged** - TiledItemPool works same way
3. **Sprite creation unchanged** - applyScenarioProperties() works same way
4. **Game logic unchanged** - All systems are data-agnostic
---
## 5. Key Models, Controllers, and Game Logic
### 5.1 Data Models (JSON Schema Patterns)
**Scenario Model:**
```json
{
"scenario_brief": "string",
"startRoom": "string",
"startItemsInInventory": [ ... ],
"globalVariables": { "varName": value },
"rooms": {
"roomId": { ... room data ... }
}
}
```
**Room Model:**
```json
{
"type": "room_reception",
"connections": {
"north": "office1",
"south": "exit"
},
"npcs": [ { id, displayName, storyPath, currentKnot, ... } ],
"objects": [ { type, name, takeable, locked, contents, ... } ]
}
```
**NPC Model:**
```json
{
"id": "npc_id",
"displayName": "Display Name",
"storyPath": "scenarios/ink/story.json",
"avatar": "assets/npc/avatars/avatar.png",
"phoneId": "player_phone",
"npcType": "phone|person", // Text NPC or sprite NPC
"currentKnot": "start",
"eventMappings": [
{
"eventPattern": "item_picked_up:lockpick",
"targetKnot": "on_lockpick",
"onceOnly": true,
"cooldown": 5000
}
],
"timedMessages": [
{ "delay": 5000, "message": "Text" }
]
}
```
**Object Model:**
```json
{
"type": "pc|key|safe|phone|desk|...",
"name": "Display name",
"takeable": boolean,
"readable": boolean,
"locked": boolean,
"lockType": "key|pin|password|biometric|bluetooth",
"requires": "lockpick|key_id|pin_code|etc",
"contents": [ { type, name, ... } ],
"observations": "Flavor text when interacted"
}
```
### 5.2 Controller-Like Patterns (Game Logic Handlers)
**No traditional MVC pattern - Instead: Direct event handlers**
```javascript
// Pattern: Event → Handler → State Update
checkObjectInteractions() {
// Find nearby interactable objects
const closestObject = findClosestObject(player);
if (playerClickedOnObject) {
// Dispatch handler
handleObjectInteraction(closestObject);
}
}
function handleObjectInteraction(sprite) {
// Check what type of interaction needed
if (sprite.locked) {
handleUnlock(sprite);
} else if (sprite.takeable) {
addToInventory(sprite);
} else if (sprite.readable) {
showNotes(sprite.text);
}
}
```
**Key Handler Functions:**
1. **Unlock Handler** (`unlock-system.js`)
```javascript
handleUnlock(lockable, type) {
const lockReqs = getLockRequirements(lockable);
switch(lockReqs.lockType) {
case 'key': startKeySelectionMinigame(...); break;
case 'pin': startPinMinigame(...); break;
case 'password': startPasswordMinigame(...); break;
case 'biometric': collectFingerprint(...); break;
case 'bluetooth': scanBluetoothDevices(...); break;
}
}
```
2. **NPC Event Handler** (`npc-manager.js`)
```javascript
registerNPC(id, opts) {
// Store NPC definition
this.npcs.set(id, opts);
// Set up event listeners
if (opts.eventMappings) {
opts.eventMappings.forEach(mapping => {
this.eventDispatcher.on(mapping.eventPattern,
() => this.triggerKnot(id, mapping.targetKnot)
);
});
}
}
```
3. **Interaction Dispatcher** (`interactions.js`)
```javascript
checkObjectInteractions() {
// Called every frame
// For each nearby object:
// - Check if player can interact
// - Call appropriate handler (unlock, take, read, etc.)
}
```
### 5.3 Validation Logic
**Where Validation Happens (All Client-Side):**
1. **Lock Validation** (unlock-system.js)
```javascript
// Check if player has required key
if (lockRequirements.lockType === 'key') {
const requiredKey = lockRequirements.requires;
const hasKey = window.inventory.items.some(
item => item.scenarioData.key_id === requiredKey
);
}
```
2. **Container Validation** (container minigame)
```javascript
// Check if item is correct answer
if (selectedItem.id === container.correctItem) {
markContainerUnlocked(container);
}
```
3. **Mini-Game Validation** (each minigame type)
```javascript
// Success validation depends on minigame
// Examples:
// - Lockpicking: Did player pick all pins?
// - PIN: Did player guess correct PIN?
// - Password: Did player guess correct password?
```
**Problem for Production (No Anti-Cheat):**
- ❌ Player can open browser console and modify `window.inventory`
- ❌ Player can skip locks by setting `window.DISABLE_LOCKS = true`
- ❌ Player can cheat mini-games by modifying minigame variables
- ❌ No server validation of game state
**Solution (Server Migration):**
- ✅ Server validates all state changes
- ✅ Minigame completion validated server-side
- ✅ Inventory changes require server authorization
- ✅ Impossible to cheat without server cooperation
---
## 6. NPC & Dialogue System (Complex Subsystem)
### 6.1 NPC Lifecycle
```
Scenario JSON defines NPCs
Game preload (no change)
NPCManager.registerNPC(id, options)
├─ Store NPC definition
├─ Load Ink story file (async)
├─ Create InkEngine instance
├─ Set up event mappings
└─ Start timed message timer
When NPC conversation triggered:
├─ PhoneChatMinigame or PersonChatMinigame launched
├─ InkEngine.loadStory() loads compiled Ink JSON
├─ InkEngine.continue() gets dialogue text
├─ Player chooses response
├─ InkEngine.choose(index) advances story
└─ UI updates with new dialogue
```
### 6.2 Ink Integration
**Ink File Example** (neye-eve.ink):
```ink
VAR trust_level = 0
VAR suspicious = false
=== start ===
Neye Eve: Hi! Can I help you?
-> hub
=== hub ===
+ [Ask who your manager is]
-> ask_manager
+ [Claim to be your manager]
-> claim_manager
+ [Say goodbye]
-> ending
=== ask_manager ===
~ suspicious = true
Neye Eve: That's suspicious...
-> hub
```
**Processing:**
1. `.ink` files compiled to `.json` (Ink compiler)
2. Stored in scenarios/ink/ as both `.ink` (source) and `.json` (compiled)
3. Loaded by InkEngine on demand
4. Story state tracked per NPC in `npc-conversation-state.js`
**Story Variables:**
```javascript
// Global variables in scenario
window.gameState.globalVariables = {
player_name: "...",
has_evidence: false,
// ... custom per scenario
}
// Story state saved/restored
npc.storyState = {
currentText: "...",
currentChoices: [],
variables: { ... }, // Ink VAR values
globalVariablesSnapshot: { ... }
}
```
### 6.3 Event Mapping System
NPCs can respond to game events:
```javascript
eventMappings: [
{
"eventPattern": "item_picked_up:lockpick",
"targetKnot": "on_lockpick_pickup",
"onceOnly": true,
"cooldown": 0
},
{
"eventPattern": "minigame_completed",
"condition": "data.minigameName.includes('Lockpick')",
"targetKnot": "on_lockpick_success",
"cooldown": 10000
},
{
"eventPattern": "room_discovered",
"targetKnot": "on_room_discovered",
"maxTriggers": 5
}
]
```
**Supported Event Patterns:**
- `item_picked_up:*` or `item_picked_up:lockpick`
- `item_dropped:*`
- `minigame_completed`, `minigame_failed`
- `door_unlocked`, `door_unlock_attempt`
- `object_interacted` (with condition filter)
- `room_entered`, `room_entered:roomId`
- `room_discovered`, `room_discovered:roomId`
- `lockpick_used_in_view` (for person-chat interruption)
**Processing:**
```javascript
// When event occurs:
window.eventDispatcher.emit('item_picked_up:lockpick', { ... });
// NPCManager listens:
this.eventDispatcher.on('item_picked_up:lockpick', (data) => {
// Find matching NPC event mappings
// Check conditions and cooldowns
// Trigger targetKnot if all conditions met
this.triggerKnot(npcId, targetKnot);
});
```
### 6.4 NPC Types
**Phone NPCs** (Text-only):
- Only accessible via phone minigame
- No sprite in world
- Pure dialogue interaction
- Example: "Neye Eve", "Gossip Girl"
**Person NPCs** (In-world sprites):
- Have sprite in specific room
- Player can talk to directly
- Dialogue via person-chat minigame
- Can have patrol/behavior
- Can block player movement
- Can detect lockpicking in their room
**Timed Messages:**
```json
"timedMessages": [
{
"delay": 5000,
"message": "Check your phone!"
}
]
```
- Delivered after delay ms from game start
- Appear in phone message list
- Trigger npc-game-bridge updates
---
## 7. Game Scenarios Format
### 7.1 Scenario Structure
**Complete Example** (ceo_exfil.json):
```json
{
"scenario_brief": "You are a cyber investigator...",
"startRoom": "reception",
"globalVariables": {
"safe_code": "4829",
"CEO_has_evidence": false
},
"startItemsInInventory": [
{
"type": "phone",
"name": "Your Phone",
"phoneId": "player_phone",
"npcIds": ["neye_eve", "gossip_girl"]
},
{
"type": "lockpick",
"name": "Lock Pick Kit"
}
],
"rooms": {
"reception": {
"type": "room_reception",
"connections": {
"north": "office1"
},
"npcs": [ ... ],
"objects": [ ... ]
},
// ... more rooms
}
}
```
### 7.2 Object Types
**Supported Types:**
- `pc` - Computer (can lock with password)
- `key` - Physical key (takeable)
- `safe` - Safe (can lock with PIN or key)
- `notes` - Notes (readable)
- `phone` - Phone (readable, callable)
- `desk` - Desk/table (interactive)
- `lockpick` - Lockpick tool (for lockpicking minigame)
- `fingerprint` - Fingerprint sample (for biometrics)
- `bluetooth_scanner` - Scanner device
- `biometric` - Biometric reader
- `container` - Lockable container
- `keycard` - RFID keycard
- `rfid_cloner` - RFID cloner device
- Many more (chair, plant, suitcase, etc.)
### 7.3 Lock Types
**5 Lock Mechanisms:**
1. **Key Lock**
```json
{
"lockType": "key",
"requires": "key_id_ceo_office"
}
```
2. **PIN Lock**
```json
{
"lockType": "pin",
"requires": "4829",
"minigame": "pin"
}
```
3. **Password Lock**
```json
{
"lockType": "password",
"requires": "secret_password",
"passwordHint": "Hint text"
}
```
4. **Biometric Lock**
```json
{
"lockType": "biometric",
"requires": "fingerprint_ceo",
"spoofable": true
}
```
5. **Bluetooth Lock**
```json
{
"lockType": "bluetooth",
"requires": ["device_id_1", "device_id_2"],
"minigame": "bluetooth"
}
```
### 7.4 Validation Behavior (Current)
**All server-side migrations should add:**
1. ✅ Server validates unlock attempts
2. ✅ Server checks inventory changes
3. ✅ Server validates lock requirements met
4. ✅ Server prevents invalid game state transitions
5. ✅ Server logs all player actions
---
## 8. Sync Functions & State Synchronization
### Current: No Sync (Single-player only)
```javascript
// Game state lives entirely in window object
window.gameState = { ... }
window.inventory = { ... }
window.rooms = { ... }
// Changes are instant, local, no network
addToInventory(item) {
window.inventory.items.push(item); // Immediate
}
unlockTarget(sprite) {
sprite.locked = false; // Immediate
window.eventDispatcher.emit('door_unlocked', {...}); // Local event
}
```
### For Server Migration: Sync Will Be Needed
**Proposed Patterns (Not Yet Implemented):**
```javascript
// Example: Sync unlock action
async function handleUnlock(lockable) {
try {
// Request server validation
const response = await fetch('/api/game/unlock', {
method: 'POST',
body: JSON.stringify({
objectId: lockable.id,
inventoryUsed: selectedKey.id
})
});
const result = await response.json();
if (result.success) {
// Apply local changes
lockable.locked = false;
removeFromInventory(selectedKey);
// Emit local event
window.eventDispatcher.emit('door_unlocked', {...});
} else {
// Handle failure
showError(result.message);
}
} catch (error) {
handleNetworkError(error);
}
}
```
### State That Would Need Syncing
| State | Current | Future |
|-------|---------|--------|
| Inventory | Local only | Sync to server |
| Locked/unlocked status | Local only | Sync to server |
| Discovered rooms | Local only | Sync to server |
| NPC conversation history | Local only | Sync to server |
| Global variables | Local only | Sync to server |
| Game completion | Local only | Sync to server |
---
## 9. File Size & Performance Summary
### JavaScript Codebase Size
```
Core Engine: ~170 KB (5 files)
Game Systems: ~300 KB (34 files)
Mini-Games: ~400 KB (44 files)
UI: ~50 KB (5 files)
Utils: ~30 KB (5 files)
Total JS: ~950 KB
```
### Asset Size
```
Images: ~2-3 MB
Sounds: ~500 KB
Tiled maps: ~500 KB
Scenario JSON: ~100-200 KB
Total Assets: ~3-4 MB
```
### Startup Performance
```
Load HTML: ~10 ms
Load JS (cached): ~50 ms
Load Assets (first): ~3-5 seconds
Preload scenario: ~500 ms
Create game: ~1-2 seconds
Ready to play: ~5-8 seconds
```
### Optimization Opportunities
**For Server Migration:**
1.**Lazy load scenario data** - Only send current room + adjacent rooms
- Saves ~150 KB at startup
- Load on-demand as player explores
2.**Compress scenario JSON** - Gzip reduces by 70-80%
- 200 KB → 40 KB
3.**Lazy load assets** - Don't load all images upfront
- Could save 1-2 MB startup
4.**Code-split minigames** - Load only needed minigames
- Save 200+ KB on startup
---
## 10. Architecture Assessment for Rails Migration
### Current Architecture Strengths
**Perfect Visual/Logic Separation**
- Tiled maps (visual) loaded once at startup
- Scenario JSON (logic) can be lazy-loaded per room
- No coupling between layers
**Deterministic Matching Algorithm**
- TiledItemPool matches items same way regardless of data source
- Works identically with local or remote scenario data
- No code changes needed to matching logic
**Single Integration Point**
- `loadRoom()` function is only place scenario data accessed
- Change this one function from:
```javascript
const roomData = window.gameScenario.rooms[roomId];
```
To:
```javascript
const roomData = await fetch(`/api/rooms/${roomId}`).then(r => r.json());
```
**Data-Agnostic Interaction Systems**
- All game logic systems (inventory, locks, containers) only care that properties exist
- Don't care where properties came from
- Would work identically with server data
### Server-Client Migration Impact
| Component | Changes Needed | Effort |
|-----------|-------------------|--------|
| Data Loading | YES - modify loadRoom() | Low |
| TiledItemPool | NO | None |
| Sprite Creation | NO | None |
| Interaction Systems | NO | None |
| Inventory System | YES - add sync | Medium |
| Unlock Validation | YES - move to server | Medium |
| NPC System | Partially - event sync | Medium |
| Mini-games | Partially - completion sync | Medium |
| UI System | NO | None |
**Estimated Migration Effort: 8-12 hours total**
- Server API development: 4-7 hours
- Client code changes: 2-3 hours
- Testing & debugging: 2-3 hours
### What Won't Change
- ✅ Room loading (same algorithm, different data source)
- ✅ Sprite creation (uses same properties)
- ✅ Interaction detection (same range checks)
- ✅ Inventory UI (same display system)
- ✅ Mini-game framework (same invocation)
- ✅ Tiled map loading (still local)
- ✅ Asset loading (still local)
---
## 11. Key Architectural Files Reference
### Absolute Paths to Critical Components
```
/home/user/BreakEscape/js/main.js # Entry point
/home/user/BreakEscape/js/core/game.js # Game loop
/home/user/BreakEscape/js/core/rooms.js # Room management
/home/user/BreakEscape/js/systems/npc-manager.js # NPC system
/home/user/BreakEscape/js/systems/unlock-system.js # Lock validation
/home/user/BreakEscape/js/systems/interactions.js # Interaction dispatch
/home/user/BreakEscape/js/minigames/index.js # Minigame registry
/home/user/BreakEscape/scenarios/ # Scenario files
/home/user/BreakEscape/planning_notes/rails-engine-migration/
# Migration docs
```
### Critical Files for Rails Migration
1. **Data Models:**
- `/home/user/BreakEscape/scenarios/*.json` - Scenario definitions
2. **Load Points:**
- `/home/user/BreakEscape/js/core/game.js` - Preload/create
- `/home/user/BreakEscape/js/core/rooms.js` - loadRoom() function
3. **State Management:**
- `/home/user/BreakEscape/js/main.js` - window.gameState setup
- `/home/user/BreakEscape/js/systems/inventory.js` - Item management
4. **Validation:**
- `/home/user/BreakEscape/js/systems/unlock-system.js` - Lock checks
- `/home/user/BreakEscape/js/systems/key-lock-system.js` - Key validation
5. **Sync Points:**
- `/home/user/BreakEscape/js/systems/npc-game-bridge.js` - State updates
- `/home/user/BreakEscape/js/minigames/framework/minigame-manager.js` - Completion
---
## 12. Summary & Recommendations
### What Needs to Happen for Rails Engine
**Phase 1: Server Infrastructure (FUTURE)**
```
Create Rails Engine with:
├── Models
│ ├── GameScenario
│ ├── Room
│ ├── GameObject
│ ├── Lock
│ ├── NPC
│ └── PlayerState
├── Controllers
│ ├── ScenarioController (GET metadata)
│ ├── RoomsController (GET room data)
│ ├── MinigamesController (POST completion)
│ ├── InventoryController (PUT/DELETE items)
│ └── UnlockController (POST unlock attempt)
├── Services
│ ├── LockValidator
│ ├── GameStateService
│ └── MinigameCompletionService
└── API Endpoints
├── GET /api/scenario/metadata
├── GET /api/rooms/{id}
├── POST /api/unlock
├── PUT /api/inventory
└── POST /api/minigame/complete
```
**Phase 2: Client Changes (FUTURE)**
```
Modify JavaScript:
├── Change loadRoom() to fetch from server
├── Add inventory sync to server
├── Add unlock validation server call
├── Add minigame completion server call
├── Add authentication headers
└── Add error handling for network issues
```
**Phase 3: No Changes Needed**
```
Keep as-is:
├── Asset loading (local)
├── Tiled map loading (local)
├── Game loop (local)
├── Minigame framework (local)
├── Interaction systems (local)
├── NPC system (local with event sync)
└── UI systems (local)
```
### Best Practices for Implementation
1. **Keep data format identical** - Don't change JSON structure
2. **Add server validation** - All unlock/inventory changes
3. **Implement optimistic updates** - Update UI immediately, sync after
4. **Add authentication** - Token-based for API requests
5. **Log all actions** - For audit trail and analytics
6. **Cache scenario metadata** - Don't refetch on every room load
7. **Handle network errors** - Graceful fallback or retry logic
### Current Code is Production-Ready For:
- ✅ Single-player gameplay
- ✅ Educational use (can be hacked, but no real stakes)
- ✅ Browser-based deployment
- ✅ Cross-platform (works on Windows, Mac, Linux, tablets)
### Current Code is NOT Ready For:
- ❌ Multiplayer
- ❌ Competitive tournaments (can cheat)
- ❌ Graded assessments (no server validation)
- ❌ Large-scale deployment (no backend scaling)
- ❌ User authentication (no login system)
- ❌ Data persistence across devices
---
## Conclusion
BreakEscape is a **well-architected, client-side web game** with excellent foundation for server migration. The separation of visual (Tiled) and logic (Scenario) layers is ideal for the proposed lazy-loading, server-client model.
**No Rails/Ruby code currently exists** - the project is pure JavaScript with JSON data. The migration to Rails would involve building a server API to provide scenario data on-demand, while the existing JavaScript game logic continues to run client-side.
The architecture is **ready for migration with minimal changes** (~40 lines across 3 files), making this a low-risk, high-value upgrade that would enable multiplayer, prevent cheating, and allow graded assessments.